Woman

Cathran of Mendev's page

36 posts. Alias of Hu5tru.


About Cathran of Mendev

Cathran
Half Elf Female Inquisitor of Sarenrae /1
NG Medium Humanoid
Init +4 Senses Low Light Vision +10

DEFENSES

AC 19 (+5 Armor, +2 Shield, +1 Dex, +1 Deflection) touch 12, flat-footed 18
HP 15
Fort +4 Ref +1 Will +6

OFFENSE

Melee Scimitar +4 (1d6+3, 19-20/x2)
Ranged Javelin +4 (1d6+3, P, 30ft range)

STATISITICS

Str 16 (10) Dex 13 (3) Con 12(2) Int 12(2) Wis 16 (5,+2) Cha 10
Traits Illuminator, Teacher's Pet (Knowledge Religion)
Feats Dodge, Skill Focus (Stealth)
Skills Climb +7, Diplomacy +7, Heal +7, Knowledge (Religion) +7, Perception +10, Sense Motive +8, Spellcraft +5, Stealth +9(-7), Survival +8
Languages Known Common, Elven, Celestial
Combat Gear Scimitar, Scale Mail, Heavy Wooden Shield, Javelins

Equipment:

Scale 50 gp, 30lbs
Heavy Shield 7 gp, 10lbs
Scimitar 15 gp, 4lbs
Javelin (3) 3gp 6lbs

Bedroll 1 sp, 5lbs
Winterblanket 2sp 3lbs
Waterskin 1gp, 4lbs
Backpack 1 gp, 2lbs
Whetstone 2cp, 1lbs
Silk Rope 10gp, 5lbs
Rations (6) 3gp, 6 lbs

Total Encumbrance 76lbs light
5pp, 3gp, 7sp, 8cp


SPECIAL ABILITIES:

Domain
Like a cleric’s deity, an inquisitor’s deity influences her alignment, what magic she can perform, and her values. Although not as tied to the tenets of the deity as a cleric, an inquisitor must still hold such guidelines in high regard, despite that fact she can go against them if it serves the greater good of the faith. An inquisitor can select one domain from among those belonging to her deity. She can select an alignment domain only if her alignment matches that domain. With the GM’s approval, an inquisitor can be devoted to an ideal instead of a deity, selecting one domain to represent her personal inclination and abilities. The restriction on alignment domains still applies.

Each domain grants a number of domain powers, depending on the level of the inquisitor. An inquisitor does not gain the bonus spells listed for each domain, nor does she gain bonus spell slots. The inquisitor uses her level as her effective cleric level when determining the power and effect of her domain powers. If the inquisitor has cleric levels, one of her two domain selections must be the same domain selected as an inquisitor. Levels of cleric and inquisitor stack for the purpose of determining domain powers and abilities, but not for bonus spells

Glory (Heroism) Domain

Granted Powers: You are infused with the glory of the divine, and are a true foe of the undead. In addition, when you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2.

Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.

Judgment (Su)
Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.

At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.

When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.

Monster Lore (Ex)
The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.

Orisons
Inquisitors learn a number of orisons, or 0-level spells, as noted on Table 2-4 under “Spells Known.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Orisons prepared using other spell slots, such as those due to metamagic feats, are expended normally.

Stern Gaze (Ex)
Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to ½ her inquisitor level (minimum +1)

Cunning Initiative (Ex)
At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.

Detect Alignment (Sp)
At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.

Track (Ex)
At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.


SPELLS KNOWN

1st Magic Weapon, Shield of Faith, True Strike
0 Brand, Create Water, Detect Magic, Disrupt Undead (DC 13), Sift

RACIAL ABILITIES:

+2 to One Ability Score: Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Half-elves have a base speed of 30 feet.

Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light (see low-light vision).

Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.

Elf Blood: Half-elves count as both elves and humans for any effect related to race.

Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks.

Multitalented: Half-elves choose two favored class at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).